Dr_Ruminahui Posted March 29, 2023 Share Posted March 29, 2023 They look great! A very suitable surface to have gangers try to murder each other. Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5926652 Share on other sites More sharing options...
Master Ciaphas Posted May 8, 2023 Author Share Posted May 8, 2023 Hail! Thank you, Dr_Ruminahui! I am quite pleased with the surface - and I will looking into getting a box of the Walls and Columns for ZM as well...even if one box will be woefully inadequate, it is still better than nothing. In other news, I had my fourth game in the on-going Fires of Crucible campaign, that I am Arbitrating. This time my Enforces faced off against a close-combat, melee oriented Escher gang. The Escher player was quite rusty in the rules, and made the mistake of pushing forward a turn too early, opening him up for close-ranged fire power from my nervous, thin blue line. In the end, the Eschers bottled out, with several grievous injuries, and the choice of either escorting the Queen or a Death Maiden to the doctor. He chose to save the Queen - who got a lasting hand injury instead. My Palanite Sgt. with a sniper rifle had a lucky shot on turn 1, seriously injuring a Wyld Runner in full cover (on long distance, with an aim action, and Trick Shot) - with the Knockback and Rending resulting in a Damage 3 hit, I still managed to roll 3x Seriously Injured on the Injury roll. Despite appearances on the picture, all shots taken - until Turn 3 - were against targets in either partial or full cover - and it was only in turn three, that the hurt was actually dealt out. My second Palanite Sgt. with a Bolt Gun moved to get a clear line of fire at the Escher Queen - and managed to land a salvo of three shots, wounding two of them - and rolled three Seriously injured and one Out of Action. All in all - my Palanites ended up with 110 Credits, a useless Corpse Farm and XP for most of the Palanites. My Bolt Gun Sgt. got an Advance, increasing his BS to 3+ from 4+. Cheers! Master Ciaphas Antarius, Zebulon and Akrim 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5945000 Share on other sites More sharing options...
Zebulon Posted May 9, 2023 Share Posted May 9, 2023 Some great looking terrain and action there! Master Ciaphas 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5945778 Share on other sites More sharing options...
Akrim Posted May 11, 2023 Share Posted May 11, 2023 Very cool game going there Ciaphas. Personally I wouldve said take the Death Maiden instead but to each their own haha. Hope to see more, cheers Master Ciaphas 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5946389 Share on other sites More sharing options...
Master Ciaphas Posted May 30, 2023 Author Share Posted May 30, 2023 Fires of Crucible Campaign / Sector Mechanicus: Border Dispute Exploiting the rampant chaos in Hive Crucible, the Meat Packers attacked Generatorium plant X-14/Zeta. Capturing a pair of Generatorium workers, they set about trying to take over the plant, while harvesting what meat they could. One of the captives managed to escape and sound the alarm, bringing in the Palanite Enforcers. Facing off against each other, the Palanites were set to liberate the last captive and protect the escapee, while the Meat Packers would want to retrieve the escapee while preventing their last captive from being liberated. Subjugator “Holliday” was first on the scene and took up a spearhead position right in the center; while the Meat Packer Cutter – Hector Jzzao – hid underneath the cargo landing pad. Sgt. McClaine held the rear, protecting the escapee. With reserves coming on, Captain Lubec and Patrolman Callahan came on from the rear, aiming to liberate the captive. The Skinner Gideon came on from the right flank, ready to engage Patrolman Soprano. Initiate Smecht got lost in the Underhive and came to the battle on the far left flank. Initiate Lakar moved forward and with precision fire from his Stub Gun took Patrolman Blackout out of action. In retaliation, Patrolman Perlmutter fired his Enforcer Shotgun at the two Initiates, effectively taking them out, with Lakar going out of action shortly afterwards. Skinner Gideon managed to engage Patrolman Soprano, and took him down, seriously injuring him – but failed to take him out of action. Eventually, Soprano recovered, carrying two flesh wounds, but at least standing. Patrolman Callahan sped ahead, liberating the captive, gaining valuable extra experience in handling a hostage situation, while Captain Lubec did what he could to suppress the Meat Packers with his Concussion Carbine. Hector Jzzao had moved forward behind a smoke screen cover, and managed to charge Sgt. McClaine. The lawman stood no chance against the cannibal champion and was promptly cut down. Finally the fire from the Palanites began to be effective, and most of the Meat Packers were either pinned or seriously injured. Contemplating that discretion was the better part of valour, the cannibals withdrew. With that, the Palanites drove off the Meat Packers. Upon inspection, it turned out the both Sgt. McClaine and Patrolman Blackout merely had been knocked out cold, and sustained no lasting injuries. They also managed to accumulate a further 120 credits, some reputation for policing the territory and valuable experience. Patrolman Callahan gained a +1” Movement advance. As for the Meat Packers, they also gained valuable experience, and their Cutter also gained a Movement increase. The credits they garnered from looting was promptly spent on saving the life of Initiate Lakar Abdimem, who suffered a lasting hand injury. Both Initiates Lakar and Seth went into recovery. Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5952464 Share on other sites More sharing options...
Master Ciaphas Posted June 6, 2023 Author Share Posted June 6, 2023 Crucible in Flames - Game Six - Gang Moot Palanite Enforcers vs. House Delaque vs Slave Ogryns Captain Lubec was pleased with himself. Through deft diplomacy, he had succeed in bringing the renegade Ogryn Slaves and the secretive Delaques to a Gang Moot. With a bit of luck, he would be able to hammer out an accord, whereby peace could be brought to Crucible – at least long enough for he and his Palanites to deal with the Corpse Grinder Cult problem…the Orlock problem…and the Escher problem. Once those had been dealt with, he could always get in more Subjugator clades and put down the Ogryns and the Delaques. Standing there, he saw the Delaque leader and the terrifying Ogryn Overboss – Arnold Bossman step forward. Hopefully, things would not degenerate into violence. Raising his arm in greeting, he felt a bite from some Underhive insect critter, and jerked his hand; wary for any betrayal, the Delaque leader thought Lubec was going for his gun, pulled out his long rifle, and quickly put a slug into Lubec’s chest, pinning him. Roaring, Arnold Bossman stimmed up and charged into Serpenta Umbra. The luckless Delaque was quickly taken out by the furious Ogryn leader, going into recovery with a grievous injury. The exertions proved too much, however, as the Ogryn OD’ed on the stimms, going out of action as well, also going into recovery with a grievous injury. With that, chaos ensued. The Ogryn Slaves attacked the Delaques, taking them apart in close combat across the meeting place; while one of their number also took out Mr. Tickles, the Ambot the Palanites had recently hired for extra protection. Of particular hilarity was the circumstance that the Delaque ganger Dichian who was beat off a ladder with a serious injury by a Lobo-Slave, got taken out of action, when the Lobo-Slave was shot off the ladder as well, landing on the unfortunate Delaque ganger. The Delaque Nacht-Ghul, The Phantom, proved a true terror, and took out Captain Lubec and Sgt. Strickland, before bottling out. Lubec managed to “only” suffer a grievous injury, going into recovery, whilst Sgt. Strickland got a spinal injury and also went into recovery. Luckily for Patrolman Soprano, the Nacht-Ghul bottled out just before it could charge him as well! In the end, all three gangs bottled out, with the Ogryn Lobo-Slaves running amok. As all gangs had lost their leaders, and all had bottled out, the Gang Moot proved inconclusive – a draw – and hostilities in Hive Crucible would continue for a good while yet! The Enforcers got 70 credits, 4 reputation and some experience. Patrolman Soprano got a +1 Toughness advance, as he had now accumulated 6 XP. Of note is the fact, that during the entire battle, the Palanite Enforcers only managed to inflict 1 wound - and that was on the Delaque Nacht-Ghul. All other shots either missing or being saved. Also, Sgt. McClaine, Subjugator "Roadblock" Holliday and Patrolman "Blackout" never got alerted to the ruckus. Dr_Ruminahui and Loquille 2 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5955960 Share on other sites More sharing options...
Master Ciaphas Posted July 7, 2023 Author Share Posted July 7, 2023 Looters (Sector 17 Patrol Zulu-Bravo vs. Ogryn All-Stars) (Game 7) Captain Lubec and Sergeant Strickland were in the infirmary, recovering after the Gang Moot with House Delaque and the Ogryn All-Stars. Annoyed that they had not been paid in a while, Sergeant Mcclaine and Patrolman Callahan came up with a scheme to rob the Ogryn All-Stars, who had recently acquired some loot for their budding rebellion. The Ogryns brought along a couple of Goliath Bullies (juves) to aid them in their fight against the Palanites, one of them infilitrating close to the loot casket. First blood was drawn by Sergeant McClaine who advanced and got a clear line of sight to Bruce Willie, gunning him down in a blaze of bolt fire. Shortly thereafter "Roadblock" Holliday fired his Subjugator Grenade Launcher at sylvester Rokky the Lobo-Slave, also taking him Out of Action with a well placed Krak grenade. Patrolman Soprano also tried his best to gun down Dolph Bossgren, but only succeeded in taking off two wounds and pinning him. In furious retaliation, the Underboss rose and tossed an incendiary bomb at Patrolman Callahan, pinng him, but doing no harm. A bit later, he threw another grenade, this time striking both Patrolman Callahan and Soprano, setting Soprano ablaze, but failing to do any wounds to either. Soprano, desperate to avoid getting baked alive, ran a flat out towards Patrolman "Blackout", before throwing himself on the ground, extinguishing the flames enveloping him. On the rear, Mr. Tickles had infiltrated, but was quickly set upon by the Matt Slaymon the Lobo-Slave and a Bully. While the two managed to pin the Ambot and charge him, even stimmed up Matt Slaymon failed to do any damage, his attackes being fended off by the light carapace armour. The Ambot's reaction attackes felled the Lobo-Slave, seriously injurying him. Failing to recover, the Lobo-Slave went Out of Action (with a lasting eye injury). With three Ogryns Out Of Action, it looked decidedly grim for the Ogryn All-Stars - and even more, when Mr. Tickles managed to hit the infiltrating Bully (who was also carrying a loot casket). Four gangers down and no losses to the Enforcers, the Ogryns reflected on their dwindling options. Deciding that discretion was the better part of valor, the Ogryns choose to bottle out, leaving the loot caskets for the Enforcers to claim. Post-Battle Sequence The Enforcers got 70 credits from the caskets, 60 creds from their Precinct and 3 rep for patrolling the Manufactorum Level, clearing it of crime. The Ogryn All-Stars had two gangers go into recovery with lasting eye injuries. However, their Settlement provided them with 50 credits as well as a new Ogryn ganger. The two Lobo-Slaves also gained advancements; one gaining more toughness, the other a Weapon Skill increase. Castigator, Zebulon and Dr_Ruminahui 3 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5969626 Share on other sites More sharing options...
Dr_Ruminahui Posted July 7, 2023 Share Posted July 7, 2023 Loving these skirmish reports - you've got one great looking gaming table. Master Ciaphas 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5969642 Share on other sites More sharing options...
Master Ciaphas Posted July 20, 2023 Author Share Posted July 20, 2023 Fires of Crucible / Border Dispute Sector Mechanicus (Palanite Enforcers vs. House Delaque) With a hefty 600p advantage over House Delaque, the Palanite Enforcers were reasonably confident about managing the House of Shadows. Before the battle, House Delaque had spiked the drinks of Cpt. Lubec, Sgt. McClaine and corrupted the protocols of Mr. Tickles. With them being the underdog, House Delaque would draw six tactics cards from their deck of 12 every turn, effectively cycling through all their cards every other turn. With Blackout, Roadblock Holliday and Mr. Tickles arriving as reinforcements, the Palanites were deploying their full crew on the field. The agents of Il serpente silenzioso were down their leader and a ganger from the Gang Moot that had gone terribly awry. Commencing the battle, Sgt. McClaine was shot and hit by the Delaque in front of him, but was not wounded. In return, he himself also failed to wound the long rifle Delaque. In the end phase, Patrolman “Blackout” and Subjugator “Roadblock” showed up, ready to handle the Delaque Gang Relic in the Shrine Mechanicus. In turn two, the Delaque Nacht-Ghul appeared, and from then the situation spiraled out of control for the Palanites. With deft use of tactics cards, the Nacht-Ghul got Blood Surge, Adrenaline Surge and Ghostly and turned into a monster, moving 9” and charging a further 12”, swiftly cutting down Captain Lubec, sending him into recovery. The assault broke the nerve of Palanite Enforcer Soprano, who broke and fled. Roadblock Holliday was webbed by the Delaque juve and failed to break out. In the end phase Mr. Tickles now made an appearance. However, it’s system had been confused and it appeared in the furthest corner away from the fight – thus effectively putting it out of the fight entirely. In turn 3, the Delaque used Blackout tactic card, shutting down pretty much all shooting. However, Enforcer Blackout was close enough to shot the Delaque ganger hiding behind the pipes, reloading first, and then dropping the ganger with a flesh wound and a serious injury. The Nacht-Ghul continued it’s rampage, moving forward and then using a Bait and Switch tactic, gaining another ready token. That was then used to charge Sgt. Strickland, who after a brief fight suffered a memorable death. Mutt Perlmutter used the darkness to move up ahead, and despite his reduced mental abilities, deduced that a close burst of shotgun fire, would incapacitate the Delaque champion with a web pistol - and he was right! The juve who had webbed Roadblock moved up giving him a coup de grace, sending him into recovery with a lasting eye injury. With the Pitch Black condition enduring, their leader down and a sergeant dead, the Palanites realized that they would be unable to swing the battle in their favour – especially with a Nacht-Ghul that could delete one or two Patrolmen per turn. They therefore chose to fail their bottle test and run for the hills. In the end phase, the gangers of House Delaque also bottled out. The Delaque player, however, insisted to continue to battle, as he would be able to get more XP for his Nacht-Ghul – but eventually relented and allowed the battle to end as it was. Post-battle, House Delaque used their Whisper Merchant to gain max Credits from the scenario, and otherwise gained a good amount of credits from their settlement and the newly acquired Bone Shrine. The Palanites got a new Rookie in return for the dead Sgt. Strickland, and Patrolman Perlmutter and Subjugator Holliday got advances in Toughness, while Blackout got an advance in Cool. Sadly, Subjugator Holliday also "gained" a lasting Eye Injury, reducing his BS to 5+. noigrim, Dr_Ruminahui, Zebulon and 1 other 3 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-5973555 Share on other sites More sharing options...
Master Ciaphas Posted November 6, 2023 Author Share Posted November 6, 2023 Battle 9 – Palanite Enforcers vs. Slave Ogryns – Spook Harvest Callahan knocked on the frame to the sergeant’s office. “Sarge?”. McClained looked up from the mug of re-caf that he had been warming his hands with. The high-and-mightys had decided that heating could not be above 19 degrees. The bastards. “What’s up? Is the Cap out of the infirmary?” “Erm. No. Not just yet. But…I heard that the Steel Shanks and Opioid Queens wiped each other out…” “Yeah. So what? ‘Em druggies are better off in the grinder anyways” “Well…if that is the case, sir, then their harvest fields are probably unattended…” “…what are you getting at?” “Just a thought, sir. We might be able to afford some more promethium to heat this place up…or you know…just to get a salary. We could also ask the Cap, when he is better…” “No, no. No need to disturb him. He wouldn’t be as enterprising about this. I get half, the rest of you lot can split whatever is left, after deductibles for fuel…” “No worries, Sarge, I will get the crew together. Be good to teach the Rookie about how Helmawr’s Justice works here in the Underhive anyways…Just so that he doesn’t get any fancy ideas and gets the rest of us killed in the process…” Palanite Patrol Zulu-Bravo and the Ogryn All-Stars clashed in an abandoned Spook fungal sprawl plantation, in a derelict part of Hive Crucible. On the far right flank, Mr. Tickles the Ambot infiltrated, ready to flank the Ogryn Slaves. At first, the two crews were too far apart, to do anything to each other. Therefore the Enforcers went as far forward as they could, so try and claim some spook patches for harvesting. The Ogryns largely mirrored the approach, pushing forward with the Lobo-Slaves. Eventually the two gangs collided in the middle of the fungal sprawl. Underboss Dolph Bossgren threw an incendiary grenade at Mr. Tickles. Though the blast did nothing in itself, the volatile fluids covered the Ambot, setting it ablaze. The Ambot spent the rest of the battle throwing itself around the field, unable to put out the blaze, but equally unhurt by the flames. It must have been it’s animal brain, terrified of the fire, not realizing it was inside a hulking, carapaced metal frame… Ezra “Rookie” Barnes managed to harvest two bags of Spook, and “Mutt” Perlmutter harvested a single bag. However, Perlmutter was also affected by the narcotic fumes, and briefly convinced himself that Patrolman Soprano was his ex-wife..and tried to shot his work colleague in the back with his shotgun. Luckily, he missed. Patrolman Callahan had a run in with Chuck Borris the Lobo-Slave, and after a brief fight, the enterprising Palanite was knocked out cold. Sylvester Rokky tried to do the same against “Rookie” Barnes, but only succeed in the giving the young Patrolman a flesh wound. In return, he got shot in the back by “Mutt” Perlmutter, who got very lucky with his Enforcer Shotgun at close range. Chuck Borris met a similar fate, as he was gunned down by “Blackout”, as he tried to smash McClaine. Arnold Bossman, the leader of the Ogryn All-Stars fared poorly, as he was repeatedly target by Sergeant McClaine and Soprano, the two managing to keep him at bay. Throughout, the intoxicating fumes floating over the battlefield, meant that neither gang had any luck using tactics cards, as these would only work on a 4+ (or discard it and draw another from the deck). At the end of the battle, the Palanites claimed the field, the Ogryns having bottled out and fled. However, seeing an opportunity to increase his side income, Sergeant McClaine transferred the fungal sprawl to the Ogryn All-Stars. The Palanites gained +1 Reputation and a total of 140 Credits. Also Rookie Ezra and Patrolman Perlmutter gained additional experience for harvesting Spook, while Perlmutter and Blackout gained an additional XP for taking two Lobo-Slaves out of action. The Ogryn All-Stars for their part gained more than 240 Credits in Spook harvests and from their Settlement and the newly acquired fungal sprawl. Until next time, Scummers! :-D Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6000583 Share on other sites More sharing options...
Master Ciaphas Posted December 8, 2023 Author Share Posted December 8, 2023 Game 10 – Deus Ex Machina – Palanite Patrol Zulu-Bravo vs The Iron Council The Iron Council moved across the abandoned Narco Den. Since the downfall of the Opioid Queens, the facility had been deserted. Grim Landox looked around, slightly confused. How the feth had he gotten there? The last he remembered was buying something in the bazaar…and after that, he was here, shaking hands with Sarge Red, who promptly ignored him. Possessed by the Abominable Intellect, Sarge Red’s body swelled with newfound strength and power. Suddenly, Director Zeke gave a shout; ahead of them, a thin blue line of Palanite Enforcers was blocking the way forward, with the mighty Ambot, Mr. Tickles lying in ambush behind a container in the middle. Sarge Red hiding on the first floor...possessed by an Abominable Intellect. As the gangs started shooting at each other, it quickly became apparent that neither could hit particularly well – and when hits were landed, they did not wound…and when they did wound, the victims’ armour usually protected against the blow. During the start of the engagement, only a few flesh wounds were dealt. However, as the distance between them diminished, the accuracy improved. On the left flank, Captain Lubec, Patrolman Soprano and Estabon, the newly acquired Sanctioner Automata advanced steadily. They were, however, handily taken care of by Armsmaster Tayna and Grim Landox, who managed to take the Captain and Patrolman out of action. Tayna was later charged by Estabon, but her light carapace armour saved her from two devastating hits from its assault ram. In the center, Mr. Tickles charged Scarecrow Harlon, the Orlock Armsmaster. In a flurry of blows, the Ambot took out Harlon, grievously injuring him, sending him into recovery. In retaliation, Sarge Red fired her heavy stubber at the Ambot, seriously injuring it. Mr. Tickles, however, recovered shortly afterwards, getting up with a single flesh wound. Sergeant McClaine, Roadblock and Perlmutter tried to fix the Orlocks, but they were sorely contested by the gangers. Perlmutter went down with a Serious Injury, and Roadblock broke under the strain of hearing his comrade’s screams. Only the steady nerve of McClaine prevented it from falling apart. McClaine even managed to take Ruthless Vera out of action, sending her into recovery. On the right, in the Underhive Market Swift Laxo ran forward, trying to take out Rookie Barnes. However, he was only successful in Seriusly Injuring the Rookie. In retaliation, Patrolman Blackout shot the Greenhorn with his boltgun, Seriously Injuring him. Shortly afterward, the Laxo succumbed to his injuries, going out of action with a lasting head injury. In the end, the Iron Council had four gangers Out of Action, while the Palanites had two. In the center Director Zeke was facing off the Ambot, while on the left, Master Tayna and Grim Landox with Fearsome Joie in support, were facing off Estabon the Sanctioner. However, McClaine was also ready to reenter the fray with the support of a recovered Perlmutter and Roadblock Holiday, while on the right, Callahan and Blackout were ready to attack as well. With time running out, the Orlocks chose to forfeit the rest of the game, giving the Palanites a technical win – but probably a moral draw had the game gone to it’s conclusion. *** *** *** Outcome The Palanites claim the Narco Den and gain 90 Credits from their Settlement Protection Racket and Palanite Precinct. Patrolman Callahan gain an advance and gets +1 Cool. Captain Lubec and Patrolman Soprano go into Recovery with a Grievous Injury and will miss the next game. The Iron Council has three fighters in Recovery; the Greenhorn Juve with a lasting head injury. The Palanites donate the Narco Den to the Meat Packers. Next game will be the Meat Packers Corpse Grinder Cult against House Orlock's Iron Council on December 12th 2023. Until next time! Dr_Ruminahui and Firedrake Cordova 2 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6008259 Share on other sites More sharing options...
Master Ciaphas Posted January 5, 2024 Author Share Posted January 5, 2024 Battle 10 - Palanite Enforcers vs. Slave Ogryns vs. Orlock vs. Delaque: PIT FIGHT!I do say, my dear Lauentius, would it not just be awefully droll, to have some of those low lives put on a fight? I mean, syndicate streams these days, do tend to be awefully dull? What about you, dear Delevan? I hear that you can pull some connection with the House of Serpent? Have them send in one of their expendables? And you as well, dear Provost-Marshall…I feel like seeing some real blood being spilt for once! The Nacht-Ghul quickly assaults Subjugator Sergeant F.J. Rock. Despite his best efforts, the Palanite is rapidly taken Out of Action - but gets a lucky "Out Cold" result. Less fortunate is the Orlock Armsmaster, Scarecrow Harlon, who is the second victim. Despite having set the Delaque Champion on fire - twice - and given the Nacht-Ghul a wound, the Armsmaster is also quickly overcome in close quarter combat. The Orlock Champion is very unlucky, and suffers a memorable death. And in the words of the Slave Ogryns: Me finks dem small 'umies lazy an' slow. We got big show with flashy-pictury things, but no 'umies ‘ere to smash? Just me, standin' waitin', den I hear: BAM! They has come! Me waitin' long-long. Hear 'em bashin' on udder side, hidin' from da biggest champ - me, DOLPH! Me run-run, hearin' bangs an' yells. Poor 'umies. Gettin' thumped by udder 'umies, not big strong Ogryn hands. Takes long, but me gets to door, door's all borked. Me gets ready fire-boom to make 'umies taste good, but door opens, 'ammer 'umie sees me, den slam! Door shuts! Me open door, again, 'ammer 'umie real dead, udder sneaky one with hard skin not movin'. Just one sickly, wild-eye 'umie left. His eyes real mad. Scary, even for me. So me throws boom-boom, but he jumps, falls down. Ground's all slippy with red stuff. Me decides to end Ogryn way. WHAM with big metal stick an' iron hand, but he's a tough 'un. Nearly gone, me shoves him away. Me gets real mad, goes "Naaaargh", uses last bit o' strength to drop boom-boom in his trousies and BOOM! Me wins! With the, the Slave Ogryns claimed the championship, winning the Pit Fight. The Intermezzo over and done with, the Fires of Crucible campaign is formally in the second phase. Faithfully, Master Ciaphas noigrim, Dr_Ruminahui and Firedrake Cordova 3 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6013779 Share on other sites More sharing options...
Master Ciaphas Posted January 12, 2024 Author Share Posted January 12, 2024 Battle 11 - Crucible in Flames - Iron Council vs. Patrol Zulu-Bravo: Border Dispute Patrol Zulu-Bravo had been dispatched by Central to head into Hab Level Theta-59B, which had been under Orlock control since the start of the troubles. Running into the Iron Council again, so soon, was most unfortunate, as the House of Iron had shown itself to be well armed, well armoured, and full of gritty determination to claim control of this part of the Underhive. With the swagger and courage of the inexperienced, Rookie Barnes walked straight towards the nearest Orlock ganger, Grim Landox. “You there, scum! This area is now under curfew. Return to your appointed hab cell until further notice!”. Landox looked at the fresh-faced Enforcer. “What did ya say, boi?!”. With that, he opened fire with his autogun, felling the rookie Enforcer. During the battle, Fearsome Joie started to hear Unnerving Whispers. Her sanity under attack, she started shooting her fellow gangers with her grenade launcher, taking two of them out of action, swinging the balance of power into the Palanite’s favour. She was later rendered harmless by a well placed shot from Sgt. Rock. Captain Lubec entered the battle late – and unfortunately for him, he was rapidly taken out of action by Shotgun Jax. In the end, only Estabon and Sgt. Rock remained, advancing steadily on the Iron Council’s gang relic. Though shaken by the flight of the rest of Patrol Zulu-Bravo, they held on steadily. Estabon managed to land a shot on Armsmaster Tayna, finally taking her out of the action. Seeing his last chance, Shotgun Jax stormed towards Sgt. Rock, but though he was close, he missed his shot. In retaliation, Sgt. Rock shot the ganger with his Stub Gun, but only pinned him. Trying to get back up, Sgt. Rock surprised the lowlife ganger with a double-tap, finally putting the ganger down for good. With that, there were now more Orlocks on the field. The hab level which had been under Orlock suppression for so long, was finally cleansed of crime, and order returned to the streets, and loyal subject of Lord Helmawr! Palanites claimed Hab Level Theta 59-Bfrom the Iron Council, and chose to police it, gaining an additional 2 Reputation. Captain Lubec went to see the doctora and paid 70 credits for the “pleasure”. He sustained a lasting Hand Injury, worsening his Weapon Skill by 1 (yeah, I forgot I had a Rogue Doc hanger-on, so...). Soprano gained a +1 Movement advance. Mr. Tickles spent it’s XP and picked Nerves of Steel for 9 XP. Dr_Ruminahui, brother_b and Firedrake Cordova 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6015111 Share on other sites More sharing options...
Master Ciaphas Posted April 17, 2024 Author Share Posted April 17, 2024 Hail! Crucible in Flames campaign has been concluded. The Silent Serpents of House Delaque won three Triumphs, while the Palanites claimed the last two (incl. Kingmaker!). After a two month hiatus, we are now getting ready for the next campaign - this time a Law & Misrule. Currently we are five players - though I am hoping we will be six or seven at the end of it. This time I am running with the Corpse Grinder Cult, and I have assembled and primed my fine, young cannibals! And what it can potentially grow to: Now I just need to get some paint on them! Cheers! Faithfully, Master Ciaphas Dr_Ruminahui, Firedrake Cordova, Lord_Ikka and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6034988 Share on other sites More sharing options...
Master Ciaphas Posted May 30, 2024 Author Share Posted May 30, 2024 Hail! Managed to finish the first nine of my CGC. All Initiates are done, and a single Skinner. Quite pleased with them! Cheers! Captain Idaho, Stef Coudou, Dr_Ruminahui and 2 others 3 2 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6043275 Share on other sites More sharing options...
Captain Idaho Posted June 11, 2024 Share Posted June 11, 2024 Nicely done. Love the contrast between the skin and armour. Master Ciaphas 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6044951 Share on other sites More sharing options...
Master Ciaphas Posted June 10 Author Share Posted June 10 Hail! So - after a long hiatus here, we have resumed our Necromunda dealings. As Arbitrator for the third time, I am now running an Outlander (Book of the Outcast) campaign. Lone Junktion Valley Campaign Lone Junktion Valley lies open before you! Ripe for the taking, ready for you to claim as your own. A kingdom…or “scrapdom”, if you prefer….to rule over. If only it was not for those other pesky interlopers. Those flea-bitten, rascals, untrustworthy, misbegotten sons and daughters of no-good, low-lives, who had gotten the same idea. Thieves are what they are! Lone Junktion belongs to you, and you alone! 10 gangs are nominally participating. The first battle had this introduction and set-up: Battle 1: “Ashes Beneath the Dome” Beneath the desolate outskirts of Hive Crucible lies Dome Cerexa-19, a gutted relic in what is now called Lone Junktion Valley. Once a bustling ore-transport and excavation hub tied to the deeper veins of Necromunda's crust, it now slouches in decay—a broken spine of twisted girders and flooded tunnels, half-swallowed by the shifting sump and slowly collapsing in on itself. With no official chart marking its routes, it has faded from memory… until now. Recent seismic activity—violent tremors that rattle even the lower hab-stacks—have exposed four ancient prospecting sites beneath the dome, glowing faintly with trace minerals and strange energies. Buried beneath ash, rust, and ceramite slag, these sites promise more than just raw ore—they may be tapping into something far older and more potent. The local ash-tribes, named The Free Men, whisper of deep veins that sing when drilled, and machines that wake screaming from centuries of silence. But there’s more than mineral wealth drawing blood this cycle. Hidden in the shattered remains of a collapsed control station, an ancient cogitator crystal—Hive Secundus technology, no longer in use for decades at least—flickers back to life, spewing erratic data bursts into the noosphere. Its presence is a lure no gang can resist: encrypted schematics, forgotten vault codes, even arcane bio-engineering records thought lost in the Hive Wars that raged centuries ago. Two deadly gangs answer the call. From the shadows come the House of the Coming Sacrament, their bodies twisted by xenos taint, their minds enraptured by alien communion. Clad in robes of yellow, they see the dome as sacred ground, perhaps the crystal as a beacon from their Sky-Emperor—and the prospecting sites as veins of divine flesh, waiting to be bled. Emerging through steam-vent catwalks and half-sunken pressure shafts come the Grey Hand Conclave, a mercantile branch of House Delaque. Suffering from a hereditary blood-rot, they hunger not only for the vault’s rumored medical data, but they must also assert their proposed trading rights. If these rights cannot be enforced, they might as well not exist. Victory and the establishment of dominance in the Vally might well elevate them into true transcendence. As drills hum to life and sensors scream warnings of tectonic instability, both gangs know the risks. Tremors wrack the dome’s rusted frame. Ceilings groan. The ground buckles. But there’s no turning back. Four sites. One crystal. One chance at ascension—or annihilation. Welcome to Lone Valley Junktion. Dig deep. Die deeper. Scenario played: Mining Expedition (p. 96, Book of the Outcast) Unstable Dome: An ancient calamity, forgotten Hive quake or just neg neglect, has rendered this particular dome unstable and ready to collapse given the slightest hint of violence. Effect: When a Blast marker is placed, but before working out it effects, roll a D6. One a 5-6, place another Blast marker of the same size in contact with the first at a point determined by the Scatter dice. Now work out the attack’s effects against fighters under both Blast markers. Fighters who become Prone on a raised platform or other piece of raised terrain must make an initiative check to see if they fall, even if they are not with ½” of the edge. Doors and other structures with a Toughness and Wounds characteristics count their toughness as two (2) lower than normal, to a minimum of one (1). Loot Caskets: Two (2) are placed on the table (p. 196 CRB).Ancient Terminal: An ancient cogitator unit from Hive Secundus has been left behind. For unknown reasons, it has become active again when the gangs started fighting. A fighter within 1” of the Ancient Terminal may make an Access Terminal (Double) action. Make an Intelligence check for the fighter with a -2 modifier on the roll. If successful, the fighter has acquired some useful secrets from the ancient machine. Roll a D6: 1-2: the gang gains +D6 Reputation. 3-4: gang gains D6x10 Credits. 5-6: the fighter gains D6 XP. If the Intelligence check roll was both a success and the roll was a double, gain a further 2D10x10 Credits. Once the Ancient Terminal has been interacted with (regardless of success or failure) it splutters to dark and has no further effect. It was played between the Delaque of the Grey Hand Conclave and the Genestealer Cult of the Sacrament of the Coming Truth. More to come next! Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115287 Share on other sites More sharing options...
Master Ciaphas Posted June 10 Author Share Posted June 10 The battle was played on Friday 6th of June 2025. Following that, this was heard!ATTENTION: Proclamation of Ascension!Magos Balthasar Bannef, First Voice of the Coming Sacrament, to the Interlopers of Lone Valley Junktion. This broken carcass of steel and stone you now bicker over like sump-rats over a rotting corpse? You call it a kingdom. You dream of creds, of dominion. You poor, deluded surface-thinkers. We are already here. Long before your gangs sniffed the scent of rust and desperation, we had arrived. Octus Oremon heard the pulse in the soil. Ephrelech Exem scribed visions of sacred veins running beneath the fractured spires. Thane the Relentless tore through the sanctified vaults with brutal, blessed intent. This was no Ghost Town. This was anointed ground. You call us scavvers, mutants, outcasts. And we nod. We accept. Because those terms have no meaning in the face of the Ascendant Truth. This place - this Junktion - was not abandoned. It was prepared. For us. For the Coming Sacrament. And yet… you arrive. With bold claims. With crude ambition. Let me be clear. We welcome you. But understand this: you will not rule Lone Valley Junktion. You will feed it. And when the dust settles, when your fires burn low and your names are forgotten, know this: The Sacrament is inevitable. Battle Report - Battle 1 - Ashes beneath the Dome First Chronicle of Lone Valley – The Prospect of Ash and Blood As transcribed by Magos Balthasar Bannef, First Voice of the Coming Sacrament “The void does not reward hesitation. It favors the faithful, and feeds on those who falter.” Upon the cracked skin of Lone Valley, we advanced—measured steps, sacred breaths, bolstered by the scent of rust and the promise of ignition. Octus Oremon led across the left flank, faithful Cornelius Chantz prowled the shadows to the right, and I -Magos Balthasar Bannef - strode down the heartline of the vale, staff in hand, visions in mind. Across from us, the Grey Hand Conclave stirred. Unwashed, unclean. Their devotion fractured, divided between old machines and hesitant men. They fired first - panicked, probing. But the winds of fate answered in kind. Blessed rounds from Gallianus and Arkhan struck true, opening paths the Brood might claim. I reached the centerline - the ancient terminal, half-buried in ash -and laid waste among their number. Their coward-king, Thelon Monkious, wracked with indecision, turned his searing weapon on his own kin - Dondex Gorter. A cleansing by fire - but not one of faith. One of failure. Their long-sight marksman crumpled in plasma light. Divine will made manifest by their own trembling hand. Octus saw the chaos and unleashed fragmentation in return. A hail of sanctioned metal tore through the enemy ranks. And yet… fate is balance. Their champion struck true. Octus Oremon, Bright of Eye and Keen of Aim, fell. His death by Vebru Breckda - a memorable one, his name etched deeper in the Gene-Script. We do not mourn. We ascend. On the far right, the Nacht-Ghul appeared - an apex predator, veiled in synth-skin and treachery. He cast his light-bomb at me, hoping to blind the inevitable. It failed. I moved as if pushed by unseen hands. Catiel Corordnos, in divine synchrony, surged from cover and blasted his righteous shells into the assassin’s spine. The creature rose again—foul will animating shattered limbs—only to be cast down a second time. This time, permanently silenced. With two resource veins secured and a third within my grasp, the enemy faltered. I approached the core - the relic-machine buried beneath centuries of silence - but their courage broke. The Conclave abandoned the field. Cowards. They left before the Sacrament could be completed. Before their names could be truly forgotten. We prevailed. But the Offering has begun. Octus has been claimed, and in his place, something new will rise. Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115288 Share on other sites More sharing options...
Dr_Ruminahui Posted June 10 Share Posted June 10 I'm really looking forward to this! One thing, though, unless it is meant to be a secret, it might be worthwhile for those not as up on the lore to put in a comment as to which GW faction each of the named groups belong to - I know you put it at the bottom, but it would have been nice to know going into it. As well, its unclear as to where the background is for the campaign as a whole and what is for the individual participants - it may be faulty reading comprehension on my part, but it read like all the players fell under the two uniquely named factions. Anyway, something to think about. Master Ciaphas 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115454 Share on other sites More sharing options...
Master Ciaphas Posted June 11 Author Share Posted June 11 Thank you for the comment, Dr. Ruminahui! Very much appreciated - and thank you for your observations! It not meant to be a secret at all! The campaign can be found here on Yaktribe: Junktion Valley Campaign Lone Junktion Valley has the following fighting for dominance: The Sacrament of the Coming Truth - Genestealer Cult Whoremoaners - House Goliath Triggershot Savants - House Van Saar Tendrils of Truth - House Delaque Grey Hand Conclave - House Delaque Ironspine Excavators - Squat Prospectors Crusaders of the Torch - Cawdor Redemptionists Helmawr's Own Outlander Patrol - Palanite Enforcers New Nomads - Venators The Free Men - Ash Waste Nomads More to follow! Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115518 Share on other sites More sharing options...
Master Ciaphas Posted June 11 Author Share Posted June 11 Hail! The second game of the campaign was played Monday 9th of June 2025. It had the following set-up: Battle 2: “Last Light of Theta-7” Out on the shattered fringes of Hive Crucible, where the ash storms chew through steel and memory alike, lies the graveyard of Lone Junktion Valley. Once a logistical outpost supporting Sector 12’s ore traffic, its lifelines were severed during a now forgotten Hive War. What is left, now festers: a cancer of buckled ferrocrete slabs, ruptured coolant tunnels, and oxidized bulkheads half-submerged in sump tides. Lone Junktion wasn’t on any current map of the Hive Administratum, written off as non-viable—until something deep beneath its surface stirred. An encrypted Palanite signal burst from a buried relay node: “Vault Theta-7 unlocked. Assets vulnerable.” No further data. No response. But that was all it took. Within cycles, scavenger networks went silent. Vox-hackers buzzed with theories. The Grey Hand Conclave sent probes – and even filed a formal injunction with the Palanites stipulating ancient trading rights. And then… the gangs came. Captain Laerdon, once a decorated Enforcer of Sector 17, now disgraced and exiled for failing to hold back the riots that burned much of his Sector and, ultimately also Precinct Fortress 17. Given a chance at redemption—or erasure—Laerdon leads a hardline splinter of the Palanite Enforcers cadre, known grimly as Helmawr’s Own. Their orders: silence the source, seal the vault, and retrieve whatever truths Helmawr doesn’t want the public to know. From the furnace-choked domes of Cawdor comes Abreas the Confessor, firebrand preacher of the Crusaders of the Torch. To him, Vault Theta-7 is a cancer of machine-sin left to rot in the Emperor’s domain. Cycles ago, Abreas clashed with Van Saar artificers in the smog-stacks of Iron Sump Gulch—and the memory of their heresy still festers in his sermon-scorched mind. He comes now to finish what he began: a purge in flame and faith. Not far behind, cloaked in the hiss of cooling plasma coils, comes Prime Kynon Abarca and his Van Saar gangers—the Triggershot Savants. Their archeoteks long calculated the reactivation of Vault Theta-7. Within, Abarca believes, lies lost Mechanicus Arcana—holy remnants of a vanished STC blueprints, perhaps even fragments of self-aware logic engines. For the Savants, this isn’t plunder. It’s reclamation. Lastly, drifting in unseen from the gully routes and smuggler shafts, is Captain MB, flanked by the contract killers and revenant mercs of The New Nomads—a Venator gang with no banners, no allegiance, and no history anyone can verify. They received the vault’s coordinates before the signal even pulsed. Who hired them remains unknown. Why they’re here? Same as everyone else: to make sure no one else gets out. But the vault isn’t the only thing waking. Theta-7 has long been overrun by Critter Swarms—sump-born nightmares formed of rustlice, radroaches, tunnel ticks, and chittering scrap-gnashers. Drawn to movement, heat, and blood, they erupt from storm drains and collapsed ducting in a tide of mandibles and legs. They've consumed entire scav-crews before. They will again. What malign intelligence dictates their movements, but rumours abound of the so-called “Free Men”, being involved. Meanwhile, ancient Mechanicus devices - Arcana - pulse faintly within the wreckage of Settlement Theta-7. Two, that anyone knows of. Their functions are lost, but their presence distorts auspex readings, flickers the minds of the weak-willed, and may shift the very rules of the fight. Van Saar call them priceless relics. Cawdor calls them daemons. Enforcers label them “evidence”. The Venators? Just another thing to sell—or use. The vault is open. The signal is dying. Gangs descend like vultures, and the rusted bones of Lone Junktion Valley creak beneath their boots. The air tastes of ozone and oil. The sump gurgles with unseen life. The walls whisper with old code. There will be no reinforcements. No clean kills. No second chances. Just one vault. Four gangs. Two Arcana. And a thousand hungry teeth waiting beneath the dust. Welcome to Theta-7. Light your torch. Load your clip. And pray the swarm takes someone else first. Scenario played: The Big Score (p. 98, Book of the Outcast)Gangs: New Nomads vs Helmawr’s Own vs. Triggershot Savants vs. Crusaders of the Torch Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115545 Share on other sites More sharing options...
Master Ciaphas Posted June 11 Author Share Posted June 11 And now, an interlude!Captain Laerdon collected the last of his gear. His old medals, earned in his prime. His stub gun issued at his graduation from the academy. His trusted bolter, that had never failed him. His body armour, now scarred and damaged, he had recently tried repainting it. He still held to some standards. That bloody Van Dijk, had to go and become unpopular up in the hive. His old friend Schaefer dead, and half his squad send to other precincts. He looked down into the yard of precinct, all smashed up by all those blasted gangers. The few patrolmen he had left packing up any gear that hadn't been stolen. They had a long trek ahead of them, out to the edge! At least they had been allowed to establish their new "precint" on the edge of the hive. They might have a chance to establish defences, so that they might survive this venture. He reread the his orders: +++TRANSMISSION: AUTH-VO/CRN-AP LVD+++ Origin: Arbitrator-Prime Licinus Valerius Domitius, Precint Fortress Prime, Sector 18 ENCRYPTION: Magenta-Level Clearance. Vox-Tether Verified. SUBJECT: Orders for Palanite Enforcers Captain Maximilian Laerdon ------------------------------------------------------------------------- To Captain Maximilian Laerdon You are hereby ordered to relocate your precint to Lone Junction Valley. Evidence of archeotech has been discovered in the area. It seems that the valley is no longer silent and evidence of unsanctioned gang violence, sacrilege, heresy, traders and locals disappear and other criminal acts abound. Your principal mission is to secure the archeotech in the name the Emperor and House Helmawr. Establish a precint at the Edge of the Hive, a secure base of operations. From here you will quell all opposition to the Pax Emperialis! You will send out patrols to eradicate any heretics. AND YOU WILL FIND AND SECURE THE ARCHEOTECH! Arbitrator-Prime J. Bender has been informed of your immediate arrival, and expects your presence within two (2) day cycles. Do not fail! May his light guide you! Arbitrator-Prime Licinus Valerius Domitius+++END OF TRANSMISSION+++ "Van Dijk, Krüger, wrap it up, we're leaving! Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115547 Share on other sites More sharing options...
Master Ciaphas Posted June 11 Author Share Posted June 11 (edited) Lone Junktion Valley Battle 2 - The Battle for Vault Theta-7 The battle for Vault Theta-7 began with a cacophony of gunfire. Four gangs, each driven by their desires for loot, converged upon the vault. The New Nomads, the Triggershot Savants, Helmawr's Own, and the Crusaders of the Torch all sought to claim the vault's treasures for themselves. The early moments of the battle were chaotic, as all four gangs began shooting at each other. The vault's point defense systems, ancient but still potent, fired upon any fighter who dared to venture too close, adding to the carnage. The New Nomads' leader, Captain MB, struck a fell blow against the Triggershot Savants, killing their archeotek champion, Aldert Alexeyev. Also hunter Alq Purpoe shot and took out of action the Tek Gert de Neuchter, though he was only out cold. Worse fared Prime Kynon, who was taken out of action by Captain Laerdon, and sent into recovery with a lasting hand injury, permanently reducing his melee skill. The only retaliation that the Triggershot Savants managed, was for the neotek, Pietta, to take out hunter Alq Purpoe with her handflamer. While The Crusaders of the Torch, used the blessings of the emperor in order to keep as much out of sight of the enemies as possible, waiting for the three gangs to weaken each other to the point where the Crusaders could bless them with the purifying fire. The Triggershot Savants, taking heavy casualties, began to falter. and they fled the battlefield, their dreams of plunder shattered. The New Nomads, though unscathed, also retreated. This left only Helmawr's Own and the Crusaders of the Torch standing. Helmawr's Own, fought valiantly however the Crusaders were truly blessed by the emperor, Shady Lakis removing two enforcers with two shots from his heavy crossbow, while blunderbuss and exterminators made the heretics taste the purifying flames. In the end, Helmawr's Own retreated, their ranks thinned. They took with them some loot, but the most of the treasures of Vault Theta-7 belonged to the faithful. Abreas the Confessor stood amidst the spoils, his heart filled with gratitude. This victory was a sign, a confirmation that his mission to cleanse Lone Junktion Valley of heresy was just and true. The Crusaders of the Torch brought home a significant haul of 360 credits and various scrap. Helmawr's Own gained 80 credits and 6 salvage, while neither Nomads nor Triggershot Savants gained anything. Edited June 12 by Master Ciaphas Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6115563 Share on other sites More sharing options...
Master Ciaphas Posted June 23 Author Share Posted June 23 Hail! The third and fourth battles have now been fought, and we have entered the second campaign "week". Battle 3: “Smoke and Secrets” Cerexa-19/b lies deep in the sub-levels of Ceraxa-19 on the outskirts Hive Hive Crucible, a festering warren of forgotten manufactoria, broken mag-rails, and rust-choked servitor pens, in what is also called Lone Junktion Valley. Amid the smoke and fumes of ancient machinery still half-heartedly churning out component parts for obsolete wargear, lies Factorum P-74 —a semi-operational facility rumored to harbor both archeotech and long-lost data caches. Normally ignored, the manufactorum has recently flared to life—glowing auspex signatures, encrypted vox-chatter, and unexplained power surges. Something valuable has awakened beneath the grime. Whether this is connected to the recent skirmish in Theta-7 over eastwards is currently unknown. The Tendrils of Truth, a reclusive and manipulative Delaque cell, have traced a data-thread suggesting that P-74 once processed not just scrap but encrypted neural imprints—the kind used for storing subversive intel, possibly from the time of the Sump Prophet Rebellions. They've infiltrated Ceraxa-19/b over the past cycle, setting up surveillance webs and bribing local Outlanders who have been deputized into the Palanites. They now believe the manufactorum’s central core houses a long-forgotten Delaque info-vault—possibly seeded by their own ancestors. Their mission is surgical and quiet—but will become brutal if necessary. The secrets in P-74 must not fall into the wrong hands. Rather, it must be guarded until it can be safely removed and relocated to a protected location. The Ironspine Excavators are a well-drilled group of Squat Prospectors, whose leader, Durgan “Grim” Gorgrim, has recently been awarded a rare salvage contract for this sector. A pre-meltdown land-rights dispute just resolved in their favor—though the legal victory may have been suspiciously accelerated by a few missing Administratum files. To the Ironspine, P-74 isn't just a facility—it's an ancestral claim, part of a half-buried chain of forge-holds that predates even the rise of the Hive’s current rulers. The prospectors have detected deep-signal mineral veins beneath the floor—and their ancestors’ schematics point to hidden vaults full of forgotten Guild tech and valuable isotope cores. However, it seems that some pale hivers have constructed something ontop of these vaults – something that needs to be rightfully removed to grant access to what legally belongs to the Ironspine Excavators! They’ve come to lock it down, and they’ll defend it with stubber, plasma, and drilling rigs if need be. Scenario played: Manufactorum Raid (p. 80, Book of Peril) Gangs: Ironspine Excavators vs The Tendrils of Truth *** *** *** The outcome was, that the Tendrils of Truth sucessfully managed to defend the facility against the Squat Prospectors. The Prospectors had appaling luck with their dice! Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6117985 Share on other sites More sharing options...
Master Ciaphas Posted June 23 Author Share Posted June 23 And here battle 4 and the battle report: Battle 4: “Siphoning Black Slick Dwell” The debacle at Theta-7 had devastated the Triggershot Savants. Their Prime in recovery with a smashed hand, and their archeotek dead, leadership had fallen to Coldstar. However, all was not lost yet! If they could gather a few creds, they would be able to purchase desperately needed supplies – and perhaps even hire a Juve to make up their numbers. Not far away lay the abandoned Black Slick Dwell. Once a massive refinery station, it was now abandoned. A catastrophic incident had laid waste to the facility and the vast majority of the laborers. After the Mercator Pallidus had removed the corpses for procession, the Administratum had decided it would economically inefficient to repair and repopulate the facility. Hot on the heels of the Triggershots came the Palanites. With an ironcast determination to vindicate himself after his abysmal failure in Sector 17, Captain Laerdon would do his very best to bring order and some semblance of justice to Lone Junktion Valley. How Van Dijk, however, had known about this place, and how the Triggershots were going here to steal supplies belonging to Lord Helmawr was a mystery to him. What mattered now was preventing the criminal Van Saar in stealing the valuable gunk and getting it back to his – admittedly scruffy – “precinct”. Scenario played: Gunk Tank (p. 94, Book of the Outcastl)Gangs: Helmawr’s Own Outland Patrol vs The Triggershot Savants Battle report "All right boys, we need materials, move out!" Captain Laerdon watched his squad deploy and move forward, when he saw something moving in the distance. Looked like those bloody Van Saar they'd met the other night. Van Dijk's voice came over the com: "Captain, targets sighted, looks like it is the Triggershot Savants again, asking for more holy bolter fire." Laerdon heard the crack of Van Dijk's sniperrifle, and moved up in support of Wagner and Becker, both closing on the ancient terminal. Then he heard the unmistakable sound of a bolter and smiled. Bloody place stank, disgusting fluids running out of the ceiling and broken pipes. Well, they did need the gunk from this "Black Slink Dwell". **** Wagner and Johnson moved forward together, bolter and stub gun at the ready. Van Dijk had reported a special looking casket on their flank that they had to secure. Wagner led, looking forward to a good scrap. All of sudden something came flying out of the gloom, some crazy bitch on a flying board. Wagner tried to hit her with his gun, but she just flew on and right into his body Johnson. Holy Helmawr that thing was fast! Next thing he knew Johnson was set a blaze. "We're taking fire, Johnson is down." He threw himself in behind the container. **** Van Dijk drew a bead on the enemy sniper again, he'd already missed the bastard twice, and had just had to reload. He saw a flash, and shortly after he felt a heavy impact, out of breath he lost his balance and fell of his perch. **** Laerdon yelled for Van Dijk to take out the hover board, he could see the pilot flame on the womans hand flamer, and then watch a third of squad get doused in flame. Someone else had to take care of that he thought, and concentrated on the ancient terminal. He never could understand all that tech gibberish. "Becker, get over here and fix this Emperor damned thing!" Racking his bolter he shot at the Van Saar ganger behind the pipes, and enjoyed seing the bastard go down. At the same time, he heard Becker shout with glee, as he managed to interact with the terminal. **** Schwarz tried to get up, he'd just hit the deck after the screaming woman came flying in with her flamer ready. Both his teamates were down, rolling around trying to put ot the flames. As soon as he stood up, he was greeted by another wall of flame, and fell to the ground screaming in pain. **** Van Dijk came to, the area around the gunk tank was bathed in fire, and he could see a woman on a hover board, he took a quick shot with his rifle, but even though he saw her hit, she didn't go down. She flew into cower, behind the transformerstation. Wagner shouldered past him and raised his stub gun, drawing a bead on the woman, putting a good round in her. Van Dijk hoped she would stay down. **** Johnson moved over to the barrels, he could see the ganger writhing on the ground ahead of him. He raised his bolter, and poured three shots into the bastard. Then he opened the chest perched on the barrels. It contained a beautiful vial of some kind of oil. He felt the Emperors Grace fill him, took the vial and ran off. **** Becker legged it, three of the squad taken out by that bloody hand flamer! **** Laerdon looked around. Where was everyone?! He caught sight of Van Dijk standing alone on the stairs close to the gunk tank. "Concentrate old man!" he thought, then went forward, caught sight of the enemy sniper, and pressed the trigger. The weak law breaker went down! He looked up again, saw a shadow moving close to the container. Where the hell had Van Dijk gone - and Wagner?? Laerdon tried the com, nothing. He went around the container, bolter at the ready, and caught sight of the enemy champion, Coldfire he had heard someone yell. He poured bolter fire into the bastard, and down he went! "Get in here you bastards, area secured!" he yelled into his com. The boys came slinking out of the gloom, Van Dijk with his usual smug smile. "Right gentlemen, get the gunk, and move back to the precinct!" Laerdon finished his report. Happy to be able to tell his superiors of how they had kept the Triggershot Savants from securing the gunk, and making his own position stronger. Results: Palanites gained a truckload of XP, 70 Credits, a bit of Scrap and The Oil Geld of Saint Cognus (which grants the Evade skill to Patrolman Johnson). The Triggershots gained -1 Rep for bottling and some XP for their Fighters. Pietta the neotek gained the first advancement, which was +1 Toughness. She is a buff teenager! Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/357070-flashhearts-scurriers-master-ciaphas-van-saar-gang/page/3/#findComment-6117986 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now